Ships Is There a Reason the Beluga Has Terrible Heat Issues?

Very much true, of the big three it has the smallest shields, a paper thin hull and the smallest PP. As for taking heat. I got caught by a neutron star, turned everything off and jumped away, it hit 160% heat. I just waited for it to explode, it didn't and no other combat or multi role ships can carry luxury cabins of which I see quite a few missions. Besides the beluga already had a buff, my same ship picked up 2-3 ly in jumps and my same build dropped from 78% heat on a jump to 68%.
 
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Says it all really. The Beluga isn't 'every other ship', it's a passenger liner. It has a job to do and it does it provided you build it right. A Fer-De-Lance, stripped out and built for Jump Range, will hit 20Ly ish without mods. But a Dolphin will hit 35. Their FSDs are the same size, but you know what? They're different ships. For different tasks.

Orca is a passenger ship, works, Dolphin is a passenger ship, works. The Beluga isn't the only ship of it's kind, but the only of all 31 that overheats so badly.
 
Well considering other big ships can do the role of the Beluga as well as fight at the same time I dunno if that’s really true.


The big three can't put on a luxury cabin, their passenger clientele is limited. The big three and their grade A modules are also about twice as expensive than the beluga with, exception to the type 9.


The type 9 and the beluga are specialized ships(trade and passengers).
They are cheap credit grinders and the last stepping stone to the big three. So they shouldn't be doing many things better than the big three, especially heat management, combat, or even raw cabin/cargo capacity.

Otherwise the beluga and the type 9 would be just as effective as "end game" ships, but significantly cheaper.
 
I don't really see that as a valid argument. I don't know why the community here loves to justify stuff that's kind of badly designed in this game.

The Orca doesn't overheat. The Dolphin doesnt overheat. The Beluga is really just a larger variety of these same ships isn't it? I understand its a large ship but it not being able to charge its FSD without taking damage is a design flaw.

Maybe the Beluga supposed to be the Concord of passenger ships?

Its supposed to be a top of the line 'luxury ship'. Would you pay top dollar to ride on a cruise ship that catches on fire everytime it leaves a port?
 
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Well yes the stock Beluga is a pain in the asp with heat management :/

BUT wait.. we have ENGINEERS... i have a cunning plan... and yes it works
This is what i did to my "top 1% of all cruise liners out there"...

5A power plant, low emission 3 mod, and tada.. loads of heat down.. what you want guns.. then use the 6A pp(it's not exactly an anaconda tho)
Shield- 6A enhanced low power 5 mod- let's face it, the fat tub really needs a class 7 shield to be effective, due to its huge hull mass.
Sensors- light weight grade 5 mod
FSD - Increased range 5 mod
Life support - Lightweight 5 mod
Power distributor- Charge enhanced grade 5(really decent roll!)
6D Thrusters - Clean drive 5- roll to get a decent thermal reduction.
6A Fuel scoop
2 heat sinks- lightweight mod
No guns
No shield boosters

So what's the overall performance like?

It boosts at about 415(i think) Heat is down, waaay down... i can basically sit at max scoop and go to about 71% heat after about 1 min, AHHH refreshing isn't it!
Jump wise, it has a range of 38Ly, and 3 pre-jump boosts away from the station will take it to about 48% heat, rising to about 76% heat on jump out, if not left to cool a little.
Overall i am happy with my orange hot box, as it no longer melts the ship & its passengers on jump!
The main key ingredient is to use Grade A modules, especially the power plant to keep the heat down, as weight is a secondary factor to deal with.
You can also reduce weight by taking out the 128 ton fuel tank, and put in a 64, weirdly it only changed the min jump range a little(like 1.2ly) if you really wanted to.
If you want uber long range- buy a jumpaconda(yes i own one of them too)

Fly safe, and keep it cool(mon).
 
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Orca is a passenger ship, works, Dolphin is a passenger ship, works. The Beluga isn't the only ship of it's kind, but the only of all 31 that overheats so badly.
Lets take a look at this, shall we?

Firstly, we'll state the obvious. These are smaller ships with smaller power requirements, therefore, less heat output. Slightly less obvious, is that neither the Orca nor Dolphin are capable of housing an SLF Bay.

Now to cover the less obvious stuff. I decided to use your Beluga Build as a guide to building an Orca. Some Luxury Cabins, some Packhounds, Prismatic shields... Here's the build so you can take a look for yourself, (Important note is that none of this stuff is engineered, so there's no excess power requirements):

First thing I noticed? 114% Power requirement. So it needs overcharged. 97.1% with hardpoints retracted. I can see this sitting at >60% heat as a base level easily. Then you'll overcharge the powerplant and reduce heat efficiency... I'll leave that one alone.

Next thing is that you require at least 500Mj shields. I put the largest Prismatic Generator on, and got 465Mj. So I'll guess you'll engineer that for heavy duty. Looks like that power requirement and heat output just shot up another few percent...

I had the option of swapping out the Fuel Scoop for a larger one in exchange for one of the cabins. But that would only increase power consumption, that can be edited to suit the pilots patience really. As can the SCB, I only put that there because you have one, but still, it adds to the power and heat.

The thing is I'm semi-confident that this 'un-modded' Orca would permit me to charge my FSD with no issues. When I get the opportunity, I will gladly spend the 100mill necessary to prove it. But I know that it would be close to overheating.

I also know, that I wouldn't dare fly this Orca in Open. An interdiction from any reasonably armed CMDR and I might as well shut off all modules and shake an angry fist for all the effectiveness it would have at protecting me. But then, as you said, you only face NPC Asps ad Dropships, so I feel I'm to glean you stick to PG and Solo with this build? (Nothing wrong with that, just explains why you don't feel the need to counter anything more than that).

The last bit is somewhat irrelevant to the issue at hand of course. The conclusion to draw is simple enough, and I've said it numerous times.

Your Belugas overheating issues are a case of PEBCAK

You've built a ship designed to fight people while others relax in hottubs. Now you're wondering why it cooks itself when you do the one thing in any ship that produces the most heat. I honestly don't know how else to explain it really.

But, before you respond, do me one small favour. Look at your build. Look at it good an hard and ask yourself, "Where is all my thermal efficiency?". You have 5 Engineered Packhounds with reduced thermal load. But everything else you've modified has decreased efficiency and/or increased thermal load.

5 Modules with a base high thermal load, which you've taken steps to reduce.
Plus 15 more modules with various degrees of base heat/power levels, but all engineered in ways that increase one or both of those stats.

Once more: Your ship overheats because of Hubris. You're asking it to do too much. If it could do everything you're asking of it, no other ship would be necessary.
 
I've owned a couple of Beluga's I'll buy one and mod it and run passenger missions with it for a few days weeks until I get bored and then sell it. I don't remember having heating issues on them. But I never outfitted it for combat either. It's obvious the OP doesn't play in open because I guarantee you'd see something bigger than Asp X. I ran my Belugas in open but if I got interdicted I was hauling out of there. High wake/chaff/boost and wave bye.


Poon
 
I was curious after posting so I bought a Beluga a couple of days ago to see if anything had changed since the last time I owned one. I A rated it except for life support and did the G5 mod on the FSD. It overheated on every jump. It had no weapons a 6A shield gen. Nothing but economy class cabins. I flew it around for a couple of days littering the universe with ejected heat sinks and traded the it on a Cutter.
 
Yep, you need to downsize some modules to prevent that. But then, A-Rated Life Support and Sensors serve no real purpose on the Luga, and the Thrusters can be downgraded as you'll be spending 90% of your time in Supercruise anyway.
 
Poon
Go read my post again, as you need a 5A PP with low emissions mod and a low power shield, this will greatly reduce your heat, with no guns.
Or a 6A low emissions with guns, but it will be a fine balancing act.

Just adding a low emissions 1 mod will help a lot.

Fly safe and keep cool
 
It is outright ridiculous that a ship has to be downgraded to not overheat, no matter what the defending white knights say.
 
My Beluga got a little toasty, but I don't remember having that much trouble with it.

You guys must be doing something wrong.
 
Hello Numa,

I am not sure if you are aware of this. The powerplant you have engineered has an efficiency score of 48.2% which as you may our may not have noticed is 1.8% under the maximum possible primary statistic of an overcharged powerplant, this particular statistic in its current positive state alters how the ship deals with heat in a very negative way. At this point i would like to draw your attention to a post on the forums by a chap named Frenotx, entitled: [Research] Detailed Heat Mechanics. Hopefully this will enlighten you to the problems your particular build has in relation to heat management and why you are overheating so badly.
 
Hello Numa,

I am not sure if you are aware of this. The powerplant you have engineered has an efficiency score of 48.2% which as you may our may not have noticed is 1.8% under the maximum possible primary statistic of an overcharged powerplant, this particular statistic in its current positive state alters how the ship deals with heat in a very negative way. At this point i would like to draw your attention to a post on the forums by a chap named Frenotx, entitled: [Research] Detailed Heat Mechanics. Hopefully this will enlighten you to the problems your particular build has in relation to heat management and why you are overheating so badly.

Yes, I'm going to look at that when the engineering upgrade is released. Or maybe I'll get lucky with another class 6 plant on another ship and can switch.
 
Or you could simply attempt to reroll the same plant and only accept a better roll. Simply take off some of your more power hungry modules and make your way out to the engineer. You may find that your efficiency improves when there is less strain on you powerplant.
 
I have G5 7D clean drives on her the rest of my main core modules are A rated except for life support and still without even boosting this ship gets to 100-percent heat flying in a straight line just charging the FSD to jump.
FSD and super cruise heat issues aren't fixed with clean drives, you can only fix that by either using less overall power or by modding the power plant to run cooler. The ship does indeed have terrible heat management, I see it as a weakness of a more civilian grade ship. It is however manageable. I took the ship to Beagle Point, fully armed with a prismatic shield. No heat damage in thousands of jumps. :D I used a "spam rolled" G1 Low Emission power plant, to get good SC temperatures with a useful amount of power.
 
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The reference test I used when I built the ship was to do the power plant engineering at Qwent's shop in the Sirius system. He lives right next to a white dwarf star. So, when I got a roll I hoped was good enough I went over and deliberately face planted the white dwarf and checked how bad it got when I engaged the FSD to escape. It took a decent number of attempts as I needed a pretty good g1 roll.
 
Or you could simply attempt to reroll the same plant and only accept a better roll. Simply take off some of your more power hungry modules and make your way out to the engineer. You may find that your efficiency improves when there is less strain on you powerplant.

Well, it isn't that bad. 102-105% heat when jumping is manageable, and no other action overheats. Some of the required mats are a bit annoying to get, and the lack of storage doesn'nt make it easier. After the engineering upgrade we'll get guaranteed improvements which each subsequent roll.
 
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